By thoroughly blessing a plot of land, you can insulate it from corruption. Upon completion of the ritual, choose a physical area no larger than a 100 ft cube. For one week, it gains two of the following features of your choice:
- Bounty: If you hallowed an area with natural vegetation, it magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible. (You may choose this feature twice to produce enough food for 20 people daily.)
- Calming: All attacks targeting a creature’s LOG or WILL must roll 2d20 and use whichever is lower while the target creature is in the hallowed area.
- Nondetection: Creatures inside the area cannot be targeted by Divining magic, even if they are willing.
- Refresh: Recouping is more effective in this area: All creatures regain 1⁄4 of their HP at the end of Recouping, instead of just Bloodied creatures; additionally, creatures remove 2 Death Points at the end of Recouping instead of only 1.
- Repel: Choose one creature tag: celestial, eldritch, fae, fiend, monstrosity, titan, or undead. Creatures with that tag cannot enter the area for the duration. (You may choose this feature twice to choose two different creature tags.)
- Soothing: When a creature spends SP to restore HP to a creature in the area, that spell restores the maximum possible amount of HP.
- Tether: Creatures within the area are Grounded.
If you cast the same ritual on the same stationary geographical location every week for a whole year, choosing the same effects every time, the effects become permanent.
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